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Autor Thema: Edain Demo 4.0 - Your First Impressions!  (Gelesen 18444 mal)

Lord of Mordor

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Edain Demo 4.0 - Your First Impressions!
« am: 28. Mär 2015, 17:15 »
Once you've made your first rounds with the new Edain version, we'd love to hear what you think! xD
« Letzte Änderung: 26. Jun 2015, 18:13 von Ealendril »
Ash nazg durbatulûk, ash nazg gimbatul,
Ash nazg thrakatulûk agh burzum-ishi krimpatul
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hoho96

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Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #1 am: 28. Mär 2015, 21:06 »
Ok first of all, I know I can't say this is my first impression (because of obvious reasons :P ) however, here I go:

I can't express in words the climatic feelings I'm having  [uglybunti] Edain is just a diamond at the apex of modding!

For me, this was a truly amazing journey that not in my wildest dreams I imagined myself being part of. Thank you, and thrice thank you for this unforgettable experience. It's like the dream that you want to never wake from  (**)



I can't see why anyone would have any issue with the Demo. I doesn't even deserve to be called a Demo! it's a complete release more or less, with barely any bug or glitch thanks to an amazing team and a wonderful crew of testers that left almost nothing to annoy the normal player.
This version lifts the game up to a totally new level that has never been achieved before  xD




P.S. I wanted to post my thanks message on the thread in the beta-testing board, but for some reason I couldn't reply to the thread. so here we are :)

LordDainIronfoot

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Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #2 am: 29. Mär 2015, 15:02 »
Well first of all hello I am new here,but I follow Edain Mod from years in ModDB!! :) YOU surely know me with my constant and anoying blabering about the Dwarven Factions XD XD XD
So my first imressions are that the Mod is perfect!!I didn't find any bug for now at least,the graphics and skins are amyzingly good and detaled it gives a whole new Expirience with all 4 Factions,I love the look you used from the Movies for Dol Guldur Orcs they are awesome!!Gondor Soldiers have nice new Skins ,and the new heroes for Rohan their Marshals are great good skins,cool voices and eveything in English I hvae been waitng for this for years and I must say I am not even a bit dissapointed in my waiting it was all worth it :) Neromancer from the Movies is great I love it!!
Eveything I will say will be mostly this great,epic,awesome and such so I will not bother you with it you get the point! ;)
Oh and not to menthion the amout of work,time and efforts you put into this masterpiece and all for free for us fans!!You are without a doubt the best Team out there! :) And you even created different Game Modes so that anyones tastes will and wishes will be fulfiled it really nice and even the CaH and its imporments aand the fact that you Created a Sub Mod just for those who like the Wizard Class,all of this leaves me speachless without a words!!I can only wish youbest of luck in te future in both moding and live and may yu keep making us happy even more! :)
« Letzte Änderung: 29. Mär 2015, 15:15 von LordDainIronfoot »
"I will not stand down before any Elf,not least this Faithless Woodland Sprite,he wishesh nothing but ill upon my people...To Battle,to Battle Sons of Durin!!!..."

"You,think I give a dead dog about your threats you Pointy Ear Princess...Hear now lads,we are on...Let's give those bastards a good Hammering!!!..."

Ealendril der Dunkle

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Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #3 am: 29. Mär 2015, 15:08 »
Thanks for your impressions and nice to see you here LordDainIronfoot!  xD

LordDainIronfoot

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Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #4 am: 29. Mär 2015, 15:21 »
Thanks for your impressions and nice to see you here LordDainIronfoot!  xD
Thank you! :) But I am sensing a bit of a sarcasm! XD
"I will not stand down before any Elf,not least this Faithless Woodland Sprite,he wishesh nothing but ill upon my people...To Battle,to Battle Sons of Durin!!!..."

"You,think I give a dead dog about your threats you Pointy Ear Princess...Hear now lads,we are on...Let's give those bastards a good Hammering!!!..."

Tabulord

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Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #5 am: 30. Mär 2015, 00:14 »
Hello Edain Team and Edain Community,
its my first post and excause my for my bad english but german and english is not my mother tongue, but i loved the edain mod until now...

First i will explain what i like in the 4.0 :

- the feeling is great ! It is fantastic !  Mordor with the new Sauron system, dol guldur and minas morgul fortress,  Isengard with the uruks,mineshafts and the uruk heroes  or Gondor with his city feeling !  great ! 
 - The AI is now a really enemy and use his heroes and spells, but sometimes AI spam heroes like normal units. So it makes fun to fight against the AI !



But there are a lot things i dislike in 4.0 :(
 - the war of the ring has a lot of bugs and is not really playable and i very liked wotr
 - With Rohan you dont need cavallery , you only need peasants and gamling. That is not the Rohan i imagined.
 - the lags if Isengard build a mine or steelwork
 
 - I think the balance is not perfect , i must play more to say something right about it, but i mean mordor is a little bit stronger than others and Rohan with Gamling is unstoppable, also the dol amroth fortress is very strong

and what i hate in 4.0 :

 - The gameplay is sooo slow. sometimes i only watch my units are running and  a lot of "war of position" ( fight only in one area for example settlement or a dol amroth fortress..)
 - the countersystem does not exist...   You gave the units more life to do tactical moves but they are useless ! That dont make sense for me...   You can do what you want, not the player with more good tactical moves win, the player with the stronger army win ! there are no surprises in a match and sometimes it is really boring. Multiplayer a 1on1 is very boring, big rounds with 6 or 8 are okay but its still slow...

   - with a stronger countersystem and maybe more settlements to fight for  it can be a great multiplayer game else not... (my opinion)

I must clearly say : i dislike 4.0 !
Its a Demo yes ! but a Demo version  demonstrate the gameplay of the full version and sorry but i find this is the wrong way. To play with the AI it is okay and great but for multiplayer is senseless...
Maybe you have should named it a Beta and not a Demo


And for the Edain Tunngle Community there :
i am disappointed with the tunngle community !
They are kicking without saying something, they leave the game without saying something, they rarely answer in the chat.  I understand that most of them play in their own groups but  if you are 5 and kick the 6th player  because you dont know him   YOU destroy your own multiplayer !
I must say on gameranger they are more friendly than in tunngle and i find it bad that the community is divided in two parts...  but i think i will play on gameranger again.

The only one who were friendly to me was Lordrush, elendil and reshef  of over 70 players !

Gepetto

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Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #6 am: 30. Mär 2015, 00:39 »
Zitat
And for the Edain Tunngle Community there :
i am disappointed with the tunngle community !
They are kicking without saying something, they leave the game without saying something, they rarely answer in the chat.  I understand that most of them play in their own groups but  if you are 5 and kick the 6th player  because you dont know him   YOU destroy your own multiplayer !
I must say on gameranger they are more friendly than in tunngle and i find it bad that the community is divided in two parts...  but i think i will play on gameranger again.
I am sorry, but it is your fault, that you was kicked so often.   :P
It is normal in tunngle, that you have to spam ingame for not getting auto kicked. I hosted a game and wrote many times, that this will happen.
You also joined my game and never followed those instructions, what happened ---> Auto kick.
The tunngle community is very happy about every new Player there, you just have to listen to them.  ;)

Tabulord

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Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #7 am: 30. Mär 2015, 11:35 »
I know that i must spam in the chat ;)
I use tunngle since 4 years but i have switched to gameranger because i dont like the moral/mood of the tunngle players.
I never joined your game because i always get a "connection time out". You only see a ghost of me in your game. (you should know that :P and i write in the chat that i cant join) And gepetto i dont mean you, the last 2 days nearly everyone are so "unfriendly"

But this is not the right thread to talk about the function of tunngle or his community, this is a feedback thread and that was my feedback to edain 4.0 and hid tunngle community :)

Kastorus

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Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #8 am: 30. Mär 2015, 14:48 »
Hello Edain team!  :)
I want to thank you for this wonderful mod everything is so great even more then I expected keep up the good work cant wait for more factions. New AI is finnaly challenging and also coopearting attacks which is much more fun to deffend against them just saw that they aint upgrading units that much just few heavy armors and I saw only one or two forged blades after few hours of playin so I guess if u can improve that so they can make more upgraded units but thats only thing that AI doesnt use much everything else is perfect just perfect, how they use spells,monsters,heroes and other things. Also game modes are perfect for those that are heroes in normal game ''weak'' can use gamemode Legendary heroes which is not my case because I think that heroes are now as they should be and not killing machines without army. Those who want faster games can use Victory points or Conquests atleast I think they are faster and for those that want some kind of long games can use skirmish/battle or epic battle which is really nice. In overall everything is EPIC and finnaly hard! :)
And I found out that Isengard AI isnt building steelworks at outpost so they always build camp and then nothing not even a single building.
Good luck with fixing and I hope we can see new factions soon! :)

klantai

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Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #9 am: 30. Mär 2015, 14:53 »
First and foremost, hello everyone, I'm new here, so pleased to meet you : ).

Second, as I said on ModDB, many thanks to the Edain Team for the tremendous work you did on BfME : you literally raised from the dead the interest I had for the game and got me playing again, so I can't thanks you enough : ).

Now for my impression : I had a very busy week-end so I only had time for 2 games with a friend :
- I played Gondor and her Rohan (against 2 easy enemies, Mordor and Isengard)
- I played Mordor and her Isengard (against 3 easy enemies : 2 Gondor and 1 Rohan)
So I have not seen everything and I may have missed things even with the factions I played.

As I feel I have a lot to say, I'm going to try to keep the whole thing organized and clean.
Also, I'll probably end up writing : "it would be better if" and the likes, so I'll apologize in advance : I'm not complaining and I really think you guys did an amazing job, but there are a few things I couldn't help to feel could be better (though it is ultimately my opinion) and I wish to tell you about them, should you agree and should it help make this mod even better : ).

General impression : The Good...

Going back to the old BfME I fixed building plots and wall system was a real delight. I never cared so much for the BfME II system, especially with it's extremely brittle buildings and walls, so being able to play with the system I like best while still having a ton of new stuff was epic : ).
All the unit models were cool, as were most of the portraits : I especially like the unveiled dark general's (I think it's his name ^^), and I also really like the Ringlo dale swordsmen (model and portrait).
I hadn't read about the new choice system on resource buildings : (choice between defense, production and command points) and I was really happy to find it in game. It adds a really nice dimension to managing resource buildings that complements well with their new diversity (farms, houses etc.).
Overall, it was a really good experience and I look forward to many more games in the future. Especially, playing the Demo was like coming back to a ten times better BfME I, but when there will be dwarves, and elves it will be...*drool*...

And the Feedback...

Maps

I only played two so I can't say much, ans I don't see what I could complain about. The only thing would be that you do not know before starting a map whether you'll have a castle or a camp, and thus I was unable to play with a full city for my first two games since I picked the maps at random.
As I remember, in the skirmish menu, BfME I said for each map the nature of the starting points for the player (as well as the number of other building points of interest), and I think it might be a good idea to add that to the map description. However, in the comments for the 4.0 update, I remember reading a few times people of the Team speaking about leaving us things untold to explore, and if it is a deliberate choice not to tell us before we actually play the map, then it's fine ^^.

Bugs and Glitches ?

I haven't seen many, but a few things caught my eye :
- In the Rohan Stud building, the pacing horse tends to go halfway through the fence.
- I witnessed a battalion of Scout Uruks that were running very hard as per their animation, while their actual movement speed was slow, making the overall impression rather awkward.
- I think I remember a battalion of Cirith Ungol (or maybe regular) pikemen running with an oddly quick leg movement animation.
- After an hour and a half of the second game, the game crashed with an error I forgot to write down. I suspect it has something to do with my friend building a Steelworks (the Outpost upgrade building for Isengard) as she had just started building it, and when I built it as a test in a quick game I did after that, it did not crash the game but froze it for a couple of seconds.

(On a side note : I've always believed that the original sound effect for the farms (in BfME I, and II as well, I think) comes from the squeaking of the gate of Shadowfaxe's box in the Two Towers film when Gandalf comes to him in Edoras to ride out and gather Rohirrim to fight at Helm's Deep (at least it sound quite similar), and that it was why this weird noise was supposed to represent the farms of the good factions (I might be wrong, as it does not make that much of sens anyway ^^). At any rate, I believe I heard this sound play on a resource building for evil (I think it's the slave fields of Mordor) and because it felt associated with Rohan, or at least Good in my head, I found it sounded awkward).

Unit Models and Portraits

Don't see what I could say about the models, they're all quite cool : ). And that's precisely for that reason I have a few gripes with some portraits : as in Edain 3.8, there are a few instances of very cool units having a sub-par portrait.
In 3.8 Dale Men where concerned, along with the added Dwarf Unit with the mattock and a few others.
In 4.0, I saw two of the 4 reinforcement troops (from the beacon) for Gondor : the archers and the pikemen : they have zooms of their model (I assume) as portrait, but it seems too coarse compared to the precise drawing-like portraits of most other BfME and Edain units. I was especially disappointed by the archer's portrait because the arrival of Gondor reinforcements in the books is one of my favorite part. When I saw I could get them through the beacon I was overjoyed, then disappointed to only see the (gorgeous) Ringlo swordsmen and quite nice axemen, wondering where the archers (I love archers : ) were, then over-overjoyed to see I could get them through the spellbook, then disappointed again to the them with a really nice model but lackluster portrait.

I do realize that most portraits for units you added are reworked pictures from the films (ah, I remember, I also quite like Erkenbrand's portrait ^^) and as such it is harder to find portraits for units that don't figure in the films at all (boo to Peter Jackson for not including the Gondor reinforcements btw : P). On the other hand, I believe the unit portrait is as important as it's model, as it's certainly bigger on the screen and contributes to giving it an unique and awesome identity : it's like in old RPGs (ex : Baldur's Gate) : you didn't care much that the model for your character is small on the screen and/or not very detailed, because you had an extra-large detailed portrait to fuel your imagination and representation of the character.

Be it as it may, I believe the Ringlo swordsmen (yes, them again : P), are a perfect example of successful Edain units with perfect model-portrait combination, as are most added units, really, and I believed it was worth mentioning for the few units I felt were lacking in that department.

On the same note, some buildings icons suffered in my opinion of the same problem (I can recall the Gondor stonework). I believe it is a tiny detail that is nonetheless detrimental to the overall feeling of overall very high quality of the mod : ).

A last very minor point : the two Southron units are a bit confusing because they look so much like each other and at first I didn't understand why the game considered them as a mixed horde of units and not several battalions of the same thing ^^.

English

Not much to say, a few awkward translations and a few forgotten German lines (Theoden's mount toggle I believe, for instance). On that note, a great many thanks for the full translation and voice-over in English for this Edain 4.0 : I don't have a thing against the German language, but I just don't understand much of it, and having units speaking both German lines and English ones was a bit strange (and I can't deny having LotR material in it's original language feels right for me : P).

Good Siege Units

This is bordering on balance considerations, and I don't think I know a thing about that, but I felt the Good IA (Rohan mostly) overused it's rams. They look gorgeous (with the horse head) but you come to dislike them somewhat when they come to your base three at a time ^^.
While I see the necessity for even Rohan to have siege units, I feel they should be either rarer, or easier to destroy (the rams I mean), especially because of the tendency of the IA to run straight for your buildings. As I recall, in BfmE I, rams were very effective against gates, but quite brittle too, and it seemed fine. Not to mention I can't see Rohan as a siege nation ^^.

On another note, it's more a question of taste, but I find Rohan's catapult and Gondor's ram feel out of place. Both models are good (especially the catapult's), but don't quite fit in my opinion. The catapult feels too heavy and squarish for the horse-lords, while the ram doesn't look very gondorean. Actually, for the Gondor ram, I believe a solid trunk with an adorned head and a company of armored soldiers (maybe shield bearers to make it look tougher ^^) to carry it like Rohan would be better. While the defense of Minas-Tirith (as shown in the movie and books) justifies their possessing powerful trebuchets, as they don't seem to be quite the conquering/besieging nation, it seems odd for them to have such an implement of medieval warfare.

Buildings

There again, it's more of a matter of taste, but, while most buildings models are really good, I couldn't help but feel some buildings were just a bit off.
Maybe I'm mistaken, but I don't remember seeing a great visual difference between different stages of Mordor buildings, so a full fledged Mordor base felt a bit more bleak than threatening (then again, Mordor IS bleak ^^).
Some buildings on the outposts too feel “lonely” : I had this impression most with the Dol Amroth fortress, the Minas Morgul and Cirith Ungol fortress as well as a few others. I don't know if it's because they're a bit blocky, or because there's no transition between the building and the surrounding nature (like moats, a small garden, courtyard, or other) but they somewhat feel liker they were just dropped there but don't belong.
Especially the Dol Amroth fortress (and Gothaurs Tor ...), as it reuses the model for the classical Men (and Mordor) fortress from BfmE II but without the extension plots and thus feels a little incomplete.

Buildings Experience and Units Recycling

It may be because I was playing in Easy (although the enemy hit quite hard in the beginning, and overthrew us once or twice, but I'm not a very skilled RTS player ^^) but I had a few unit management problems : the ability to specialize some resource structures for command points is really good and welcome but :

As far as I could tell, buildings earn experience from troops production, and some upgrades/troops become available at higher buildings levels. For that reason, once the game-start havoc was calmed, I ended up being unable to research flaming arrows and producing the elite Gondor unit from the barracks (as much as I wanted to, it looks awesome : P) because I was at full command points from producing troops (and getting beacon reinforcements) and couldn't produce more troops to level my building, and it was a bit frustrating.

For that same reason, I looked for the possibility BfME II had introduced to decommission units at the citadel to free space, but couldn't find it, so it gave me a few ideas.

First, it doesn't seem proper, at least for good factions, to have to send units to their death if they end up having to many (which is quite easy for Gondor with the beacon and/or if the game becomes a bit stagnant) ; for that purpose, I believe decommissioning was a good option.

Second, I do see why it is important for buildings not to be able to recruit top tier units at the start (even if it's blocked by their high cost), and I was never fond of BfME II bought tier leveling, but being blocked from producing high end units late game simply because you didn't rely on that building for battle until now seems a bit hard. Therefore, I thought that maybe, putting a progressive slow experience gain for buildings (like it was the case for at least some buildings in BfME I) in addition to the burst experience from producing troops, could prevent this from happening.

Lastly, it's just a wild suggestion, but while decommissioning seems like a good thing, it always seemed odd to exchange your soldiers for resources (like you were actually killing them and serving them to the rest to eat ^^) ans so it gave me some ideas of mechanism :
- you decommission them to a troop building to give it a bit experience
- you decommission them to a production building to gain a short-time production buff (thanks to the extra hands for managing the farms/work you see : P)
- you decommission them to upgrade buildings for a short use (the next 1-2) upgrade price reduction
Or something of the kind, with possible specific effects (like feeding them to the Troll cage to boost a bit troll production, like trolls were able to eat Orcs to regenerate health in BfME I (while it made no sense ^^).

Gondor's Beacon and Overall Outposts Buildings

I have two points to make, one reasonable and the other less so.

Reasonably, it would be nice to be able to toggle on-off the Gondor beacon, so as to stop the influx of soldiers when you don't need them, without destroying the building. While I don't know about the mod-coding feasibility, it seems rather reasonable both gameplay and lore wise : the toggle would be signaled by the fire being lit-unlit, and it makes sense that Gondor should light the fires when they need help and then smother them when they don't anymore.

Unreasonably, it's about how the outpost possibilities of all factions but Mordor (and maybe Rohan, since I didn't play with them but saw a bit of how it worked on my friend's screen and in updates) seem limited. Actually, during the months of waiting impatiently for the 4.0 version to go out, I read all the updates, and I like very much the idea of the minifactions (Mirkwood for Lorien, Dale etc.) and they seem so much fun that the steelworks of Isengard and the somewhat empty Dol Amroth fortress look a bit dull. As I tend pro prefer playing the good factions, I must say I don't have a clue for Isengard, but for Gondor I got a few ideas I might as well mention.

I seem to remember reading that you considered the beacon was just right on small outside buildplots because it was not good enough for an Outpost, but I would beg to differ. I believe that, in the books (as it was almost completely left aside in the films T_T), Gondor's strength is in it's size and it's ability to call on its fiefs for their soldiers when defending Minas-Tirith. After all, during the siege of the city and the battle of the fields of Pelenor, even if we count Rohan out since it's already a separate faction, I believe at least half the defenders were not from the city but from its fiefs, even more so since, in the books, Aragorn doesn't bring the dead to the fields of Pelenor but an army from South Gondor he was able to muster after freeing them from the Corsairs at the mouths of Anduin (this time, really thanks to the Dead ^^).

As such, the beacon, as an iconic building from the movie dedicated to calling one's allies, seems perfect to me as a full fledged Outpost building. To justify it being an Outpost Building, I can think of maybe (full knowing it would be a lot of work for you, so those are just suggestions off the top of my head) :
- giving the units the beacon gives access to some specific abilities
- putting the Dol Amroth infantry/elite cavalry in there as well
- making available some new heroes from the other fiefs (Forlong, the archer brothers whose name I completely forgot and die trampled by Mumaks) ; or, in a total rip-off of Rohan's marshal system you implemented, have those “heroes” come to the beacon and then summon a battalion of it's troops to fight under his command.
- putting there one upgrade or two justified by trade or exchange with the fiefs (better horses maybe, as Gondor's cavalry from Minas-Tirith is few and not very strong (book)
- rather than having the beacon call all troops, have the player choose one or maybe two regions to call on, which would then send it's troops after the proper delay
- have Dol Amroth be a “rare drop” from troop summon, or available only after a spellbook/beacon upgrade
- have the beacon be more than a beacon and be a place of communication with Gondor's fiefs, and so give some income (like Laketown seems to be able to do for the dwarves), and maybe replace the market in it's functions.
- maybe... (I'm forgetting myself ^^)

Maybe with a bit of an overhaul Ithilien rangers camp could become an Outpost building as well, with the ability of waylaying troops, acting thus as a subtle defense structure, and giving access to very good archers. After all, Ithilien is Gondor's closest fief to Mordor and they seem to rely a lot on ambush to weaken and thwart the Dark Lord in his designs, so giving it the ability to summon temporarily a company of elite bowman in its vicinity for defense purposes wouldn't sound strange to me : ).

Unit Information

This is a very minor point, but there are a few cases where you don't really know which of two units you should take to fulfill a role. The rule I apply in general, is the more costly in resources/command points a unit is, the stronger it will most likely be, but I find it somewhat awkward to have no “objective” way of choosing. Displaying the unit's full stats would seem intrusive and a bit much, but maybe a star/rank/I don't know, maybe just some text system to point us in the right direction when comparing troops could be nice.

Production Upgrades

I'll finish with that one as my text is getting rather long and whimsical ^^.
As I said earlier, I as quite delighted to see the unannounced (or else I had missed it's announcement) production buildings upgrade system, so of course I had some ideas regarding that too ^^ :
- it would be nice maybe to have a few different icons depending on if the building is good/evil and/or if it produces food or iron.
- it would be nice to have variants to the upgrades depending on factions : like Gondor produces less but can enhance its farms defense more, or something ; or even to have one upgrade specific to faction


And at long last I've finished ^^. I hope I didn't sound too reproachful because it wasn't my aim at all, nor was it to tell you what's good and what isn't or what to do : I believe you did a wonderful and tremendous job (the launcher blew me away by the way, I almost wondered if I hadn't launched Battle-Net by mistake instead of Edain ^^) and I'm just getting even greedier for the little things I'd like to see and play because I love Tolkien's Middle-Earth so much and you listen to us so much : ).
At any rate, thanks for reading all this, if anybody has, and thanks a lot for the great mod : ).



Side note :

Sorry for the wall of text, when I started writing, I couldn't stop : P.
Sorry if I strayed from the focus of this topic, I'm not too used to posting on forums ^^ ; I tried to keep it as objective and factual as I could.

Once again to the Edain Team, thank you for the mod, and congratulations on the successful production of Battle for Middle Earth 3 : ).
« Letzte Änderung: 30. Mär 2015, 18:51 von Ealendril »

Azog The Defiler

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Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #10 am: 1. Apr 2015, 15:46 »
One word, AWESOME!
My favourite faction is Mordor and what you have done with them is simply amazing!
I especially like the Dol Guldur orcs, they look just like in the movie, and the new Khamul and Sauron and his leveling system is totally awesome! I really like that they have the fortresses on outposts, it adds alot!

The other factions are also totally great! Isengard steelworks and captains, The good factions with walls add alot when there can be a siege in a regular map, Gondor looks awesome and their new siege unit and arnor is great, Rohan got a lot better and also their new siege unit!

This post could get a lot longer, but anyways, i can only thank you for your epic mod,   
i cant belive we get it for free, its like a whole new game, and we havet even seen half of the factions!!^^
Elves! Men! Dwarves! The mountain will be their tomb! To war!

AndulusOptimus

  • Bilbos Festgast
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  • Beiträge: 6
Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #11 am: 1. Apr 2015, 16:58 »
Dear Lords and Makers of Edain,

it is really a great job that you have been doing and still do out there. I need to say, I love this mod (which is quite a game for itself). It revives the spirit of the books and the movies and makes it all quite real. It is just fantastic to be part of all the characters, factions and subfactions, which are all so wonderful designed. For your continuing journey I also want to give the team some of my thoughts to the new version (4.0), which popped up while I was playing one round after another. But this are just small things, some of them are just very personal. All in all you know, as I know: This mod is great, everybody from middle-earth loves it and it will stick in our memories! ;) Thanks a lot members of edain!

To start with what I would try to change a bit I want to talk about the standard units of the different factions. I think they are a bit too equal in fights against each other. Rohan peasants are from my point of view quite to strong against uruk batallions. While the cavallery is hard to stop even with spearmen. All in all I would postulate that Rohan is a bit too strong, having heavy cavallery as well as very good and cheap artillery, but also great infantry. I found that the special abilities of the different factions have become a little less strong therefore they all have been a bit generelaized. This is of course to a very small degree in comparison to Edain mod 3.8.1. But thats in the first place what I loved about edain. The different factions and there specialisations. So I would love to see the different strengths of the different units and batallions.

What I really love is the idea with the outposts and the connection to the subfactions. Some are missed (like Hobbits, elves from lindon, etc.) but overall I like the gameplay very much. I only hope you take all the colour (different extra units and heroes and subfactions) of edain 3.8.1 into edain 4.0 with its great strategical gameplay. Here I have the 1) question: Will the dwarfes still be split in the different nations? I loved this in edain3.8.1 and it made the game worth to be played and played again exploring always something new.

I found the spells Saruman could use from the tower very boring (They are the same, only thunderstorm gets a greater area of damage) and most cant be used on distance.

As to the units I find gondor infantry should clearly be stronger then Rohan and uruks really should be stronger then most, they get killed quite fast even with all upgrades. Spearman on lvl 5 with all upgrades still get knocked away from rohan cavallery??!

Sometimes I find making money a little too fast.

But as I said this are all things that I miss to a small degree, mostly in comparison to Edain 3.8.1. But I love the gaming system, the graphics and details and I have nothing to say to that.

One 2) question I have is concerning the campange. Will there be an campange ??

(for example the campagne from BFME1? That would be just too great, with all the new factions and everything you did, I would jump around my house. Maybe even with some few missions from the hobbit before and from the war of the dwarfes inbetween, all on the map, so you have one campagne with all the factions and subfactions and the whole or the key chronology of middle-earth and you get to see all the places on the map etc. It would be like reading a book, watching the movie and listening to an audiobook together while playing an amazing game. I mean thats crazy but when I imagine this missions with your strategic gaming and all your factions and subfactions and heroes and units,.. guys this would be the best campagne ever. Everybody would just collapse!)

So, after this is all said and I also told of my campange dream more could and surely will follow! ;-)
Keep up the great great work together with the community and the world shall remember the great adventures of middleearth and our children will still play this game! Cheers and thanks again!!!
AndulusOptimus


.Eol.

  • Hobbit
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  • Beiträge: 1
Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #12 am: 1. Apr 2015, 18:13 »
Hello,

I played the previous versions of Edain and already found this mod unbelieveable, but this time I'm just .... whoaow. (I hope you know what I mean ^^)

I didn't play much but I have to say the whole thing is pretty clean : no crashes, no bugs (or nearly) no problems with the AI enemy, all spells, capacities and new units are amazing, love how you turned the gameplay from BFME 1 into this... This is a great experiment and honestly, your mod is much more than amazing.

But ! I'm here to give my feedback, so I'll try to be fast and accurate : I played with Isengard enough to see some issues, that I'll try to describe as they are really annoying (hopefully I'm not alone to get those problems) :

- Warg riders don't attack. I mean, they can hit, but it takes a lot of time, and they are just unable to attack a building correctly (you can imagine how it's going in melee)
- The Hunt (lvl 10 Lurtz power) seems to be targeting ally units too. I used the capacity on a hero close to my men, and my troops were hit with the red circles (it didn't disappear and my units were slowed down...)
- Saruman seems to have an issue with Power of Speech, when he uses it from the tower or not. (after 2 casts, the power wasn't available anymore, saying : requisite lvl 3 (he was actually lvl 6)

- Too much units cause lag, and that's normal, but I think you should consider making hordes like in BFME 1 (5 men for Good and 10 for Evil) - this is only my opinion.

There we are, that's not so much, but I hope it will help you because those are very little bugs that can break the game easily.

Otherwise that's just awesome, keep it up !!!

PS : sorry for the faults, English isn't my native language.

TiberiusOgden

  • Gast
Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #13 am: 1. Apr 2015, 20:13 »
1) question: Will the dwarfes still be split in the different nations? I loved this in edain3.8.1 and it made the game worth to be played and played again exploring always something new.
Definitely yes. Three Dwarvish kingdoms is something really unique (and such system).

One 2) question I have is concerning the campange. Will there be an campange ??
(for example the campagne from BFME1? That would be just too great, with all the new factions and everything you did, I would jump around my house. Maybe even with some few missions from the hobbit before and from the war of the dwarfes inbetween, all on the map, so you have one campagne with all the factions and subfactions and the whole or the key chronology of middle-earth and you get to see all the places on the map etc. It would be like reading a book, watching the movie and listening to an audiobook together while playing an amazing game. I mean thats crazy but when I imagine this missions with your strategic gaming and all your factions and subfactions and heroes and units,.. guys this would be the best campagne ever. Everybody would just collapse!)

There will be improved Dwarvish campaign and maybe something new.
I really like "old campaign" from BFME 1, too. I hope that sometimes in the future we would see Lord of the rings campaign ... modified into the new Edain mod style. :)
And yes,
then we could together jump around our houses.  :P :D
« Letzte Änderung: 1. Apr 2015, 20:22 von TiberiusOgden »

Ealendril der Dunkle

  • Gast
Re: Edain Demo 4.0 - Your First Impressions!
« Antwort #14 am: 1. Apr 2015, 23:11 »
Thanks to everyone for theyre review. Glad to see so much international fans around here.
To answer one short question:
Zitat
One 2) question I have is concerning the campange. Will there be an campange ??
Definitly yes. There will be a full campaign in one of the next updates. ;)